A little something I put together. I always saw the smash stages as “jumping into” the actual games themselves. With Smash Ultimate having the biggest amount, I decided to put the actual game origins in place of the stages. It kinda gives you a perspective on which era’s of consoles the smash team was focusing at the time with their stage rep.
It’s sad to see that the DLC characters get no custom moves, effectively locking their meta games and damaging their positioning in tiers when customs are available.
My name is Athorment and I’m a firm Smash bros lover. I’m here to propose my ideas and for this entry i will be focusing on the Fateful Dragon Prince(ss), Corrin!
I’ve seen a couple of ideas out there, but their focus has been mainly on a “Palutena-esque” set of moves that are different from each other.
Getting “Slow & strong Projectile” and “Quick & weak projectile” would be understandably boring, but there’s a sense of “Same, yet different” in some of the moves availables (Like Luigi’s Iceball or Samus’ shotgun) that i like.
Because of this I’ve put a special emphasize in getting a mix between the two.
Keep in mind that not everyone have downloaded the DLC, so I’m including the originals for the sake of not leaving any out of context and for comparison between what we’ve got Vs My custom Move ideas. (Plus I’ll be adding minor tweaks to some of them were needed)
Here’s some music if you want to listen while reading: Corrin’s Theme
But now without further ado, here are the moves!
Neutral Special***
Dragon Fang Shot: Corrin's left hand transforms into a dragon's mouth and fires a ball of water. A Charge & Release move, The ball of water can temporarily paralyze opponents in addition to sending them back. Soon after Corrin has a 2nd part Charge & Release option where their dragon hand will bite before reverting to normal, hurting and sending away nearby opponents.
Dragon Fang Crush: Corrin’s hand transforms and attempts to bite the enemy right away. It becomes a command grab that holds the enemy in place with the first bite, then finishes with a 2nd more powerful one.
Dragon Fang Surge: Corrin’s hand charges faster and the ball of water has considerably more resistance, eating other projectiles instead of colliding with them. The stun and knockback is lower, however. It also never performs the bite after the shot.
Side Special***
Dragon Lunge: Corrin jumps and, after transforming their arm into a spear, strikes diagonally down. If it hits any terrain during the move, Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be cancelled into either a kick that deals enough knockback to KO at 130% or a jump. It can also be cancelled entirely, which can be useful for reading the opponent's floor recovery.
Dragon Pierce: Corrin’s jump gains horizontal distance that the player can shorten. Their arm transforms into a spear that strikes diagonally down with considerable strength. It doesn’t have the pinning property, making this a more straight forward attack.
Dragon Kick: Corrin jumps backwards but skips the arm spear portion, going directly into the “Cancel” portions of the default so it is possibly to dive in with the kick portion right away. Considerably weaker, but provides a viable assistance to their air mobility.
Up Special***
Draconic Ascent: Corrin grows wings and leaps upwards. A multi-hit move that can be angled by approximately 45°, similarly to Roy's Blazer but the hitboxes are on their body. It covers a moderate amount of distance and deals enough knockback to KO at 140%.
Draconic Leap: Removes the multi hit and trades it for a single hit at the start of the move. The distance covered is much greater while also going faster, making this a more reliable recovery move. The lack of hitbox during the ascent makes it easier to intercept, but the distance covered well makes up for it. It travels double the horizontal distance and adds at least a half more to the vertical motion.
Draconic Surge: Cuts the original distance by half, making it harder to recover. As a trade off, you can aim it in any direction while also turning it into a command grab. Corrin drags the foe with them and then releases the same blast of water the move has on the default special. KOs much earlier and you can Up B again after landing this move.
Down Special***
Counter Surge: Corrin uses a counter motion. When hit, Corrin turns into a dragon using Dragon Fang, and slams the ground. A surge of water (hence the name) then erupts from the ground on both sides of Corrin, launching opponents upwards. It has a sweetspot (The dragon’s stomp) and a sourspot (The water beside them) to prevent early kills from well-spaced moves. This move no longer stops enemies on it’s tracks, so it is possible for enemies to shield if you counter jabs or any other fast moves.
Counter Rage: When hit, Corrin turns into a dragon and slams the ground. It loses range due to no water coming out, but it launches opponents sideways, making this a reliably tool to gimp recoveries. The timing is also quite strict, but it’s knockback is nothing to laugh about. This move doesn’t stops enemies on it’s tracks, so it is possible for enemies to shield if you counter jabs or any other fast moves.
Counter Geyser: The counter releases an eruption of water in front of where corrin is standing, giving this one greater vertical reach above them. The Water Surge is also multi hit and It has little knockback, potentially allowing for a follow up attack. Because of it’s multi hit aspect, it also pressures shields if you happen to counter a jab.
With this i finish my Corrin Custom move ideas. I hope you enjoyed it and look forward to more in the future.
Thanks to supersmashbroscentral for the space and I’ll be seeing you next time!
It’s sad to see that the DLC characters get no custom moves, effectively locking their meta games and damaging their positioning in tiers when customs are available.
My name is Athorment and I’m a firm Smash bros lover. I’m here to propose my ideas and for this entry i will be focusing on Final Fantasy Hero Cloud Strife!
I’ve seen a couple of ideas out there, but their focus has been mainly on a “Palutena-esque” set of moves that are different from each other.
Getting “Slow & strong Projectile” and “Quick & weak projectile” would be understandably boring, but there’s a sense of “Same, yet different” in some of the moves availables (Like Luigi’s Iceball or Samus’ shotgun) that i like.
Because of this I’ve put a special emphasize in getting a mix between the two.
Keep in mind that not everyone have downloaded the DLC, so I’m including the originals for the sake of not leaving any out of context and for comparison between what we’ve got Vs My custom Move ideas. (Plus I’ll be adding minor tweaks to some of them were needed)
Here’s some music if you want to listen while reading: Cloud’s Theme
But now without further ado, here are the moves!
Neutral Special***
Blade Beam: A green, crescent-shaped energy beam that is sent forward. It comes out and moves slowl, but travels a long distance overall. Its Limit Break variant is blue and has higher speed, becomes a multi hit, and has greater KO potential. Like the standard Blade Beam, the Limit Break variant is weaker when performed in midair.
Limited Blade Beam: It always shoots the limit break version of the multi hit projectile, but when used without a filled gauge it only travels half the distance of the default one. It also hits 3 times, which can be good for shield pressure.
Focused Blade Beam: Has slightly more start up, but the projectile released travels as fast as the default’s Limit Break version. When the gauge is filled, it still hits once but with more considerable force, making it a trade off in usability.
Side Special***
Cross Slash: A series of slashes that are inputted by pressing the special button after each slash connects, similarly to Dancing Blade and Double-Edge Dance. It aesthetically spells the kanji 凶. Respectable damage output and moderate knockback, but exceedingly weak against shields. Each hit can only be inputted only if the first hit lands (even if shielded). Its Limit Break variant changes the kanji's colors from yellow to blue while Cloud instantly unleashes all five strikes instead of requiring button inputs. It has noticeable increases to its damage output and KO potential.
Wind Cross Slash: It trades off damage for a windbox that pushes enemies towards the Slashes, making spacing less strict. The Windbox is inverted in the Limit Break variant, pushing foes away that fail to get hit by the slashes.
Power Cross Slash: This one always releases all five strikes instead of requiring button inputs. While it has slightly bigger starting and ending lag, Cloud cannot be hit out of the move. It causes the same damage as the default specials, but it has slightly more knockback.
Up Special***
Climhazzard: A rising slash upward, which can be finished with a downwards slash that launches opponents. If the special button is inputted again, Cloud does a second hit that can meteor smash when he starts falling. Cloud's primary recovery move, though it only covers mediocre vertical distance while covering little to no horizontal distance. Additionally, the downwards slash cannot ledge sweetspot until Cloud falls a certain distance, making it unsuitable to use the second hit off-stage. Its Limit Break variant changes the blade's color from magenta to blue, the ascending (but not descending) hit deals more damage while sweetspotting ledges, Cloud gains much greater vertical and horizontal recovery distance.
Raising Climhazzard: Trades the downwards swing for better vertical recovery. Normal version still doesn’t snap to ledges while the Limit Break variant receives a damage boost. The fact he can’t do the downwards swing anymore means he can be left wide open after performing this variation.
Swift Climhazard: Allows Cloud to be able to recover diagonally. Beware of the downwards swing though, It comes out faster and has 2 spikes. The strong spike happens when initiating the 2nd swing while a weak spike stays all the way as he falls until touching the floor. No amount of distance will allow him to snap the ledge once he has initiated this portion of the move though.
Down Special***
Limit Charge/Finishing Touch: Charges up the Limit Gauge, an invisible meter which can alternatively be filled by taking (100%) or dealing (250%) damage, similar to Little Mac's Power Meter. It takes 362 frames (6.033 seconds) to fully charge it by this method, during which a text box will appear above him that displays "Limit". It can be charge-canceled by rolling, sidestepping, grabbing, or pressing the special button again. When the meter is full, Cloud gains a slight overall boost to all his stats and can use a more powerful one-use version of his special attacks. This move itself turns into the Finishing Touch when the meter is full, which is a large whirlwind that deals only 1% but possesses tremendous knockback, enough to KO opponents as early as 68%. Has both starting and Ending lag. If whiffed, it generates a windbox that simply pushes opponents away.
Limit Charge/Killing Touch: The gauge fills up slower (9 seconds, Taking 150% or dealing 300%), but the resulting Whirlwind kills even earlier. Watch out though, slower charge means it will take longer to have access to any other Limit break variant of his specials.
Limit Charge/Devastation Touch: The gauge fills up faster (5.5 seconds, Taking 90% or dealing 240%), but the resulting Whirlwind is wider. It kills at least 20% later in the middle while it takes even longer on the wider portion of it. Faster charge means Cloud players will have access to any other Limit break variant of his specials Slightly sooner than with the default.
With this i finish my Cloud Custom move ideas. I hope you enjoyed it and look forward to more in the future.
Thanks to supersmashbroscentral for the space and I’ll be seeing you next time!
A Continuation of sorts to this: “Let’s Talk about Sm4sh Counters”.
And the last part to be read after: “Let’s Talk CUSTOM Sm4sh Counter Ideas”.
Here I talk about ideas for counters. No need to lock them to characters, these are just miscellaneous ideas i got that could be fun to see implemented.
More under the Read More!
Ok, here are the counters, what they would do and (sometimes) a character i could see the move fitting to (Both for old cast and newcomers)
-Toad Stun Spore (Peach)
A Custom for Peach where the Toad releases a single boom of spores that stun the foe in place for a moment. The reach of the spores are shorter and has a tighter window to activate.
-Brute Headbutt (Bowser/Donkey Kong)
Either Bowser or Donkey Kong pose menacingly. When attacked they actually receive all the damage and their faces/heads are lifted up in recoil of the hit. However, they get angry and fight back with a powerful headbutt
-Hylian Shield (Link)
Posing his shield in front, Link counter attacks differently depending of what hits him. If a Physical attack touches the shield, he immediately shield bashes to push the foe off him. If the attack is a projectile the shield is then used in a swinging motion away from him to deflect the projectile safely.
-SenseMove (Samus)
Samus performs an evasive maneuver that utilizes the jets on the back of her suit to quickly get out of the way of an incoming attack. She then responds with a mid charged shot that doesn’t affect her Neutral B charge.
-Dimensional Cape (Metaknight)
Metaknight covers himself with his cape. If attacked, he teleports right to the foe and slashes. This means that when countering a projectile, he can teleport forward to reach a camping enemy.
-Psychic (Mewtwo)
The strongest Pokémon of Gen 1 curls into a ball and focuses his psychic power. If attacked, he releases a wave of Psychic energy to push foes away from him.
-Wolfen Reflector (Wolf)
Shines a red device to protect himself. If attacked, the device absorbs the impact received and activates. The familiar red lights from Brawl then pop up and electrocute with the same strength as the attack received.
A custom move for this would involve the reflector absorbing 3 impacts to combine their strength and then releasing a small shock wave around him at any time.
-Alondite Counter (Black Knight)
He poses the sword in front. If attacked, he performs a powerful & quick slash that releases a shock wave that travels across the ground, making this an effective counter against even projectiles.
-Critical Counter (Lyn)
She puts her hand on the sheathed sword’s handle. If attacked, she quickly vanishes before 3 mirage images of herself appear from above. Only one is real and physically stabs the foe on her way down.
-Dash Counter (Takamaru)
He puts his hand on the sheathed sword’s handle and runs forward. If attacked, he quickly slashes while crossing up the opponent.
-PSI Counter (Poo)
He closes his eyes and meditates. If attacked, he responds by attacking both sides with PSI powered fists. As a martial artist that could potentially use PSI to detect enemy movements, this feels justified for him. His Counter always does the same Knockback so it will never KO a low percentage Ganondorf that foolishly reverse warlock punches on the neutral, but it will KO a high percentage Sheik that Forward Airs you.
For a complete Moveset idea for Poo -> Click here!
-Disarming Counter (Marth/Lucina)
Moves a short distance in a swift motion to pass an opponent, who then falls in a “crumble State” similar to Ryu’s Down B. The speed in which the foe falls down depends on the move that was countered, not getting much from countering a jab, but possibly being able to follow off a charged Smash attack.
-Fire Wave Counter (Roy)
You press a direction when countering in order for Roy to release a fire wave from the attack. This allows him to shoot and hit in directions other counters normally miss because of it’s set angle, allowing to reliably counter things like Up airs or down Airs.
A Continuation of sorts to this: “Let’s Talk about Sm4sh Counters”.
Here I talk about custom moves for the Sm4sh Counters, but more specifically about the Tweaked Counter ideas i mention on the link above.
If i don’t give it any tweaks I’ll write (Vanilla) right beside the counter’s name to make it easy to tell.
More under the Read More!
Here you go!
Marth.
-Counter.
2 different counter frame timings. One for when used directly on start up and the other comes a little later after it. Still the same Window as before, but the first could potentially allow him to reflect projectiles. The timing would be similar to a perfect shield, except he is better rewarded for landing it perfectly. While in both timings he slashes back, The latter window doesn’t have a reflecting effect nor does it have a multiplier anymore.
-Critical Counter.
Marth holds his stance with a single frame timing. It works the same was the sm4sh Counter with a x1.2 multiplier, but has no reflecting properties.
-Iai Counter.
Marth strikes the opponent while moving behind them at lightning speed. Inflicts more damage, knocks foes behind him, and is much quicker, but the trigger window is stricter. Has an electric effect.
Ike.
-Counter.
Same deal as Marth’s, would give him 2 different counter frames. The first is just a “get off me” option with a weak kick, while the latter one uses the sword slash that packs a punch with a x1.2 multiplier
-Paralyzing Counter.
Ike's counter stuns the opponent, allowing for a follow up attack. However, it has a narrower hit window. the higher the foe's percent, the longer the stun. The sour spot Kick Counter is absent. Instead he uses his blade to hit right away similarly to Marth. Sour spot doesn’t have the paralyzing effect to it though.
-Smash Counter.
When the Counter is triggered, Ike will perform a counterattack after a delay rather than instantly, but the attack deals more damage and knockback as well as possessing a larger hitbox. Due to the delay of this move opponents can easily avoid it, especially if used in the air, so it's best used against moves that have a lot of endlag. It has roughly a 1.5x multiplier and as a tweak i would make it so that it breaks shields. The sourspot Kick Counter addition applies here as well, but the kick has the same properties of the normal counter.
Lucina.
-Counter (New!)
Counter with mobility. When attacked, Lucina responds with a Stab while moving forward to pass her foe. It also has heavy damage on shield which allows her to counter a mid/point blank projectile and apply pressure to campers.
-Easy Counter.
Lucina holds her stance longer, and strikes with less power. Has decreased damage scaling, but has a wider trigger window. It also travels a slightly shorter distance.
-Iai Counter.
Lucina strikes the opponent while moving at lightning speed. Inflicts more damage, travels a larger distance, knocks foes in front of her, and is much quicker, but the trigger window is stricter. Has an electric effect.
Roy.
-Counter
Roy poses and then retaliates against any attacks that hit him during its counter frames at the very beginning of the move with a blazing slash. Damage and knockback dealt depends on the move that is countered, with a damage multiplier of 1.35x. As a tweak, i would not give it any multiplier. He is a “Young Lion” so i prefer a focus on him dealing damage rather than defensively catching people off guard with a powerful counter.
-Armor Counter (New!)
It’s Counter Frames don’t make him invincible. Instead he gains super armor and takes the hit head on. Roy then retaliates against any attacks that hit him with damage and knockback dealt depending on the countered move. Here it would make sense to have a damage multiplier to compensate.
-Fierce Counter (New!)
Roy poses and retaliates normally. Damage and Knockback is less, but his attack releases a flame shock wave that surrounds him. This extra range allows him to counter effectively those with long range normal attacks like Shulk or those behind the hitbox of the normal counter’s slash. It may even hit those who use projectiles in mid-close range.
For more on possible Roy Custom ideas - Click Here!
Little Mac.
-Slip Counter
Dodges backward to avoid a hit, then counterattacks with an invincible uppercut. In the air, this can be used to either give him a better recovery or hinder him due to its slide and the direction his opponent is at.
An idea involves taking the multiplier away and instead have it deal with changing knock back depending on his percentage. As an example, At 0% he would deal something like 5% from any hit while at 150% his counter becomes a powerful option dealing 20%.
This means that it’s the same whether you counter a weak jab or a Falcon Punch, but at higher percentages you will be getting mid percentage KOs from countering even Jabs.
He does not get this benefit from doing an aerial counter though.
-Compact Counter (Vanilla)
Less damage and knockback, but is faster overall and also provides him with a faster recovery overall as well. Can be used to initiate follow-ups.
-Dash Counter (Vanilla)
The window doesn't last as long, but he dashes forwards upon countering, giving him a far better recovery than before if used in the air.
Lucario.
-Double Team.
I would remove his counter and instead turn it into it’s Project M incarnation where Lucario dashes forward quickly. This would allow him to avoid projectiles to quickly get in, making projectile matches rely less on out camping and more on outmaneuvering and punishing. It also gives Lucario a safer approach for mix ups.
-Glancing Counter
Dodges attacks the same way project M does, but allows Lucario to produce a hitbox (albeit a weaker one) even if him is not attacked. It activates a little slower making it possible to hit him out of it. The traveling hitbox hits like a Fox illusion though it pushes foes forward for possible follow ups.
-Stunning Double Team
Works like Project M’s Double Team, with the added effect of being able to stun opponents. The stun lasts a very short period of time even at mid high percentages, finding more uses in knocking people out of their moves (Like Mega Man’s Neutral Attack/A button “Lemons”). It doesn’t avoid projectiles.
Greninja.
-Substitute
Greninja enters a defensive stance. If attacked, it disappears with a Substitute doll or log taking its place before countering with a flying kick upon reappearance. The kick's direction can be input while Greninja has vanished. The Doll and the log don’t serve much of a purpose other than for aesthetics, so i would rather have them disappear faster while having no hurtbox for interactions.
-Exploding Attack (Vanilla)
Instead of countering, Greninja vanishes and reappears with an explosion.
-Substitute Ambush (Vanilla)
Greninja disappears for a longer amount of time and hits harder upon reappearing.
Shulk.
-Vision.
A counter attack with the longest counter window in the game that has two different attacks depending on whether the player holds down the forward button. In the regular slash Shulk takes a step back and takes a large horizontal swing forward, capable of hitting multiple enemies with its range, while also having access to a faster dashing slash in the ground. It no longer bypasses shields and the multiplier is toned down to x1.0 with the normal slash & x1.2 for the dash slash.
-Dash Vision.
Shulk takes a big step forward and the counter's range is extended. The counter is faster, but lacks power. For it’s tweak, he always performs the slash that crosses up opponents (The one that is only available on the ground for the normal version)
-Power Vision
Shulk counters an attack with greater power. However, the attack is slower and if used too much, the counter will become less and less effective. It has an x1.3 multiplier, but it always performs the normal slash with no slowing down effect so it can be dodged.
Palutena & Swordfighter
-These two don’t get variations in their counters (beyond the one tweak i gave them to their base ones) simply because all their Down B customs are different from each other.
You can read a deeper analysis of Vanilla Sm4sh Counters by clicking Here!
I want some newcomers to happen. Some to expand a franchise’s representation, some others because i think they could bring something interesting to the table.
I am Athorment, a firm Smash bros lover, and I’m here to propose my ideas!
for this entry i will be focusing on “Tomboy Princess” Kumatora!
Here’s some music if you want to listen while reading: Unfounded Revenge
But now without further ado, here are the moves under the read more!
So what is it that Kumatora brings that would make her unique you ask? How can a moveset be created that separates her not only from Ness/Lucas, but also of other PSI users i made like Paula and Poo? Well, beside her awesome personality!
Kumatora is slightly taller than Ness and Lucas due to an age difference, which makes her a bigger target. However, being older means she knows more powerful uses for PSI and will use it to engulf her fists and pack quite the rough attacks. This girl needs no saving!
Kumatora is majorly a brawler in this moveset. She uses PSI to make sure her attacks deal the damage desired to her enemies, but if that’s not enough power you can always use her PSI Focus special moves to gain even more strength. Unique to her she gets Multiple air jumps thanks to better harnessed PSI that will bring heavy airborne pressure to follow up devastating combos, making her as dangerous in the air as the other PSI users, but also much safer.
(*) - Powered up moves thanks to PSI Focus.
*Jab: Left Punch forward > Right Punch Forward > Steps forward and swings with the left > Spins and throws out a backhanded hit with her right as an Ender (*) increases knock back on the ender.
*Side Tilt: Lifts Left Hand, charges PSI in hand and punches in a downwards arch. Slow tilt, but you can keep the button pressed to charge a little more PSI. Can serve as a feint and also increases it’s power. (*) It can shield break.
*Side Smash: Lifts both hands and charges PSI on both. She then punches Fist against Fist in front of her to cause a small PSI explosion. Very short range, but powerful. (*) increases the move’s range.
*Up Tilt: Flexes arm to have elbow near her rib cage in preparation for an uppercut. Said punch hits in an arch in front of her from floor level to a little above her. (*) increases hitstun.
*Up Smash: Performs a jumping uppercut, covering her fist with PSI for 3 Hits. The last one on top sends foes soaring. (*) Last hitbox causes an explosion.
*Down Tilt: Snaps her fingers to summon a small PSI explosion below.
*Down Smash: Lifts arm up and punches the ground beneath her. Earthquake generated hits both in front and behind her. (*) increases range
*Dash Attack: Jumps, lifts both arms and smashes the ground where she lands. (*) increases range
*Neutral Air: Curls into a ball and spins forward. Single Hit. She then stretches her legs above her and heel kicks downwards for a second hit that spikes if timed right.
*Forward Air: Flexes her arm, moving it towards her opposite shoulder and charges PSI in it. She then quickly throws out a backhanded punch in front of her. You can keep the button pressed to charge more PSI, hold off for a little bit and thus make the punch a good Kill option if you read Air dodges. (*) increases Knockback.
*Up Air: Snaps her fingers above her. PK Freeze hits once and then has a multi hit widespread explosion that doesn’t cause flinching.
*Back Air: Spins around once while throwing out a backhanded left punch followed up by a right swing. She then goes back to looking forward. (*) increases damage.
*Down Air: Turns upside down, punches below her with her left, followed by her right and finishes with a double punch strike that can spike. (*) Increases the strength of the spike.
*Grab & Pummel: Grabs with her left hand. Winds up and headbutts once.
*Forward Throw: Spins her Fist like Donkey Kong/Sonic and releases a mighty punch forward.
*Up Throw: Punches the enemy stomach and proceeds to lift them like that for a moment to eye level before charging her other fist with PSI and hitting them off with an uppercut
*Back Throw: backhand punches them abruptly with her left hand. She then keeps the swing going and spins to send them flying behind her with that first punch.
*Down Throw: Lifts both arms and uses both fists to bury her foe upside down in front of her. Small time buried, it only really has follow ups at high percentages.
*Neutral B: PK Ground. Focuses PSI on her palm and touches the floor below her. Anyone touching it will be buried in place. Used in the air she throws a projectile downwards that spikes though it has sufficient Starting and ending lag to be balanced (Think of Mega Man Down Air approximately).
*Side B: PSI Magnet. Creates and tosses a small PSI magnet orb in front. It always travels a set distance slowly and turns smaller as it travels. It only returns if it meets an energy based projectile along the way, where it consumes it and returns to heal Kumatora. It doesn’t heal much however. If it meets a foe it causes continues weak damage that doesn’t make them flinch and dissipates faster. Only one can be in play at a time.
*Up B: PK Thunder Slam. Creates a PK thunder orb on the opposite direction given by the stick, stretches it out for a moment and pulls it back to propel herself. The PK thunder can’t be used as a projectile, but it guarantees Kumatora to rocket herself in any desired direction.
*Down B: PSI Focus. Lifts Arms and charges a PSI bar that imitates Little Mac’s KO Punch meter. The PSI bar needs to be filled before the effects activate. If the PSI bar is depleted, it needs to be filled again. Her punches do more damage for a limited time while always powering up her smash attacks. If she successfully lands a smash she recovers PSI energy, If she misses she spends the energy faster. There’s a very small chance that instead of a more powerful Smash attack, she will throw out a single devastating attack with double the strength that consumes all charge. The familiar “Smaaaaaash!” Text appears when this happens to signal a satisfactory attack on the foe.
Previous: Porky Minch
First one: Paula Polestar
With this i finish my Kumatora Moveset ideas. I may do Customs and Final Smash in a separate threat, but I hope you enjoyed this and please look forward to more in the future.
Thanks to supersmashbroscentral for the space and Daeron-Red-Fire for the Kumatora Render. I’ll be seeing you next time!
I want some newcomers to happen. Some to expand a franchise’s representation, some others because i think they could bring something interesting to the table.
I am Athorment, a firm Smash bros lover, and I’m here to propose my ideas!
for this entry i will be focusing on “The Pig King” himself, Porky Minch!
Here’s some music if you want to listen while reading: Porky’s Theme
But now without further ado, here are the moves under the read more!
So what is it that Porky brings that would make him unique you ask? Isn’t his machine too big?
Well, if you use the Brawl Machine as a reference then yeah, that would be the case.
Pictured above: The infamous Size Debate.
I still believe he can be seen inside his machine as a fighter though. If there is something that makes the earthbound characteristic is that everything is chibi proportioned. This is why we can safely tell that Porky’s machine is large mainly because of his status as an imposing Boss In Brawl.
He doesnt seem to have a large machine on his official sprites now, does he? He even barely fits inside! And if that’s not enough to convince you, you can always take a look at his first official appearance too.
Porky Minch in his Mecha on Earthbound (Mother 2)
Either version is highly acceptable. Making the machine from brawl smaller makes sense under the justification that it would be closer to Mother 3′s sprite and if that doesn’t appease you, They can always use Earthbound’s version of it.
It’s linked to his Aesthetic really. Being inside his Machine means he can pull off interesting attacks like Stabs with the feet, energy based attacks and all sorts of mechanical Shenanigans. He would be a big and heavy character to improve his vertical survivability, but a Bowser Jr. like mechanic could be implemented where hitting his machine reduces damage by -1%, while hitting the glass on top causes +1% to normal attacks.
Because of his size he relies on mid-range attacks with it’s spider legs and also various projectiles.
*Jab: One leg lifts and stabs the ground > a second leg follows up > a third leg follows up with the same motion > The first leg turns and uppercuts in front OR the first leg stabs in front rapidly in a multi hit rapid jab motion > That then finishes with two legs making a scissor cutting motion parallel to the ground as an Ender.
*Side Tilt: Pulls away and then stretches to reach out and tackle forward. The whole machine makes a cradle motion with the attack.
*Side Smash: Lifts one side of the machine and two spider legs up high. Then falls down with a powerful stomp + stab to the ground in front of him.
*Up Tilt: Lays the machine down and then lifts itself up with all legs as support to hit with the whole capsule.
*Up Smash: Lifts 2 legs, one from each side and creates an electric multi hit orb above him.
*Down Tilt: Machine lays on the floor and 2 spider legs slice towards the enemy feet one after the other.
*Down Smash: Machine lays on the floor and spins half a circle in place, hitting with it’s extended legs to both sides.
*Dash Attack: Jumps, slams the ground and slides with the machine for a small distance.
*Neutral Air: Spins forward while 6 legs stab rapidly one after the other and on different positions to cover a clock wise circle.
*Forward Air: Flexes 3 legs in front of him and then abruptly stretches them diagonally up, in front of him and diagonally down. Good range albeit a little slow in start up.
*Up Air: Legs flex and extend above him in different distances for 4 upward stabs.
*Back Air: 2 Legs join behind him and make a scissor cutting motion. The motion is vertical so it covers an arch behind him.
*Down Air: Covers the capsule with all legs and falls rapidly to stomp people below him.
*Grab & Pummel: A tractor beam catches the foe and immobilizes them in front of them. The tractor beam electrocutes as it’s pummel.
*Forward Throw: Tractor beam lifts and throws them forward.
*Up Throw: Lifts the foe above him and electrocutes a lot of times. One last hit sends them overhead and upwards.
*Back Throw: Turns a little and then tractor beam pulls to throw them to crash them against the floor to bounce them off.
*Down Throw: Jumps, tractor beam pushes the foe underneath and then stomps them.
*Neutral B: Porky bot. Charge & Auto-Release. Summons a Porky Bot that jumps from the top of the machine and falls in an arch forward. Charge gives it range. The Porky bot stands in place and blows up after a set time. If porky taunts, the bot makes a little salute or jumps happily in place. Attacking the porky bot makes it explode sooner and the explosion is bigger if a fire attack is used.
*Side B: Locked Laser. Charge & Release when you want to. A red feint laser points to the floor in front of him to signal a spot on the ground, then follows up with a Fire-element blast towards where he pointed like a single palutena Auto-reticle shot. Keep the button pressed for the laser aim to travel farther like Zelda’s Din Fire. Once it reaches maximum range, the laser makes it’s way back until signaled to stop & shoot.
*Up B: Space rocket. Spider legs cover the capsule for protection granting super armor, then proceeds to shoot fire from below to propel himself upwards. It starts slow, but gains speed. You can give it diagonal direction when it travels slow, once it gains speed it’s direction locked. It smacks people with a tackle.
*Down B: Anti-PSI shield. Surrounds itself in a red Veil of energy that stops energy projectiles and redirects them back at the attacker with more damage.
Previously: Masked Man
Next: Kumatora!
With this i finish my Porky Moveset ideas. I may do Customs and Final Smash in a separate threat, but I hope you enjoyed this and please look forward to more in the future.
In case you are curious of the editing process http://project-athorment.tumblr.com/post/129304628282
Thanks to supersmashbroscentral for the space and I’ll be seeing you next time!